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quakemapping/mod_xj19/my_progs/mon_soldier.qc
2020-01-01 23:35:17 +01:00

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/*==============================================================================
SOLDIER / PLAYER
==============================================================================*/
$cd id1/models/soldier3
$origin 0 -6 24
$base base
$skin skin
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11
$frame load1 load2 load3 load4 load5 load6 load7 load8 load9 load10 load11
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
$frame painb11 painb12 painb13 painb14
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10
$frame painc11 painc12 painc13
$frame run1 run2 run3 run4 run5 run6 run7 run8
$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 shoot9
$frame walk_1 walk_2 walk_3 walk_4 walk_5 walk_6 walk_7 walk_8
$frame walk_9 walk_10 walk_11 walk_12 walk_13 walk_14 walk_15 walk_16
$frame walk_17 walk_18 walk_19 walk_20 walk_21 walk_22 walk_23 walk_24
void() army_fire;
//======================================================================
void() army_stand1 =[ $stand1, army_stand2 ] {monster_idle_sound(); ai_stand();};
void() army_stand2 =[ $stand2, army_stand3 ] {ai_stand();};
void() army_stand3 =[ $stand3, army_stand4 ] {ai_stand();};
void() army_stand4 =[ $stand4, army_stand5 ] {ai_stand();};
void() army_stand5 =[ $stand5, army_stand6 ] {ai_stand();};
void() army_stand6 =[ $stand6, army_stand7 ] {ai_stand();};
void() army_stand7 =[ $stand7, army_stand8 ] {ai_stand();};
void() army_stand8 =[ $stand8, army_stand1 ] {ai_stand();};
//======================================================================
void() army_walk1 =[ $walk_1, army_walk2 ] {monster_footstep(FALSE);ai_walk(1);};
void() army_walk2 =[ $walk_2, army_walk3 ] {monster_idle_sound();ai_walk(1);};
void() army_walk3 =[ $walk_3, army_walk4 ] {ai_walk(1);};
void() army_walk4 =[ $walk_4, army_walk5 ] {ai_walk(1);};
void() army_walk5 =[ $walk_5, army_walk6 ] {ai_walk(2);};
void() army_walk6 =[ $walk_6, army_walk7 ] {ai_walk(3);};
void() army_walk7 =[ $walk_7, army_walk8 ] {ai_walk(4);};
void() army_walk8 =[ $walk_8, army_walk9 ] {ai_walk(4);};
void() army_walk9 =[ $walk_9, army_walk10 ] {ai_walk(2);};
void() army_walk10 =[ $walk_10, army_walk11 ] {ai_walk(2);};
void() army_walk11 =[ $walk_11, army_walk12 ] {ai_walk(2);};
void() army_walk12 =[ $walk_12, army_walk13 ] {monster_footstep(FALSE);ai_walk(1);};
void() army_walk13 =[ $walk_13, army_walk14 ] {ai_walk(0);};
void() army_walk14 =[ $walk_14, army_walk15 ] {ai_walk(1);};
void() army_walk15 =[ $walk_15, army_walk16 ] {ai_walk(1);};
void() army_walk16 =[ $walk_16, army_walk17 ] {ai_walk(1);};
void() army_walk17 =[ $walk_17, army_walk18 ] {ai_walk(3);};
void() army_walk18 =[ $walk_18, army_walk19 ] {ai_walk(3);};
void() army_walk19 =[ $walk_19, army_walk20 ] {ai_walk(3);};
void() army_walk20 =[ $walk_20, army_walk21 ] {ai_walk(3);};
void() army_walk21 =[ $walk_21, army_walk22 ] {ai_walk(2);};
void() army_walk22 =[ $walk_22, army_walk23 ] {ai_walk(1);};
void() army_walk23 =[ $walk_23, army_walk24 ] {ai_walk(1);};
void() army_walk24 =[ $walk_24, army_walk1 ] {ai_walk(1);};
//======================================================================
void() army_run1 =[ $run1, army_run2 ] {monster_idle_sound();ai_run(11);};
void() army_run2 =[ $run2, army_run3 ] {monster_footstep(FALSE);ai_run(15);};
void() army_run3 =[ $run3, army_run4 ] {ai_run(10);};
void() army_run4 =[ $run4, army_run5 ] {ai_run(10);};
void() army_run5 =[ $run5, army_run6 ] {ai_run(8);};
void() army_run6 =[ $run6, army_run7 ] {monster_footstep(FALSE);ai_run(15);};
void() army_run7 =[ $run7, army_run8 ] {ai_run(10);};
void() army_run8 =[ $run8, army_run1 ] {ai_run(8);};
// Move backwards to create some space to fire a rocket
void() army_runback1 =[ $run8, army_runback2 ] {ai_backface(8);};
void() army_runback2 =[ $run7, army_runback3 ] {ai_backface(10);};
void() army_runback3 =[ $run6, army_runback4 ] {monster_footstep(FALSE);ai_backface(15);};
void() army_runback4 =[ $run5, army_runback5 ] {ai_backface(8);};
void() army_runback5 =[ $run4, army_runback6 ] {ai_backface(10);};
void() army_runback6 =[ $run3, army_runback7 ] {ai_backface(10);};
void() army_runback7 =[ $run2, army_runback8 ] {monster_footstep(FALSE);ai_backface(15);};
void() army_runback8 =[ $run1, army_run1 ] {ai_backface(11);};
//======================================================================
void() army_fire =
{
if (!self.enemy) return;
if (self.health < 1) return;
ai_face();
self.effects = self.effects | EF_MUZZLEFLASH;
sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM);
// Choose between a projectile or hit-scan system
if (query_configflag(SVR_SHOTGPROJ))
FireBullets (QUANTITY_GRUNT, SPREAD_GRUNT);
else {
Launch_Shells(QUANTITY_GRUNT, SPREAD_GRUNT, CT_PROJ_SG);
Launch_ShellCasing(1);
}
};
//----------------------------------------------------------------------
void() army_atk1 =[ $shoot1, army_atk2 ] {ai_face();};
void() army_atk2 =[ $shoot2, army_atk3 ] {ai_face();};
void() army_atk3 =[ $shoot3, army_atk4 ] {ai_face();};
void() army_atk4 =[ $shoot4, army_atk5 ] {ai_face();};
void() army_atk5 =[ $shoot5, army_atk6 ] {ai_face();army_fire();};
void() army_atk6 =[ $shoot6, army_atk7 ] {};
void() army_atk7 =[ $shoot7, army_atk8 ] {ai_face();SUB_CheckRefire (army_atk1);};
void() army_atk8 =[ $shoot8, army_atk9 ] {};
void() army_atk9 =[ $shoot9, army_run1 ] {ai_face();};
//======================================================================
void() army_fire_rocket =
{
local vector org, dir;
if (!self.enemy) return;
if (self.health < 1) return;
// check for enemy origin (based on sight test)
// if cannot see enemy fire at last known location
ai_trackenemy();
self.effects = self.effects | EF_MUZZLEFLASH;
sound (self, CHAN_WEAPON, "soldier/rocket_fire.wav", 1, ATTN_NORM);
self.attack_speed = 250;
makevectors (self.angles);
org = self.origin + attack_vector(self.attack_offset);
dir = normalize(self.attack_track - org);
Launch_Missile (org, dir, '0 0 0', CT_PROJ_ARMY, self.attack_speed);
};
//----------------------------------------------------------------------
void() army_rocket_think =
{
// Only do a limited amount of updates to the missile
self.count = self.count + 1;
if (self.count < (5+skill)) {
// Keep ticking (slowly)
self.nextthink = time + 0.1;
// If enemy active, track them down (slow turn)
if (self.enemy && self.count < 5) {
// Speed up and steer towards enemy
self.attack_speed = self.attack_speed + 100;
self.attack_track = normalize(self.enemy.origin - self.origin);
self.velocity = self.attack_track * self.attack_speed;
self.angles = vectoangles(self.velocity);
}
// Fire at original location
else self.velocity = self.velocity * 1.15;
}
else {
// Remove missile after a while
self.nextthink = time + LIFE_ROCKET;
self.think = SUB_Remove;
}
};
//----------------------------------------------------------------------
void() army_rocket_atk1 =[ $load1, army_load2 ] {ai_face();
self.pain_finished = time + 1.3;
self.attack_track = self.enemy.origin;
sound (self, CHAN_WEAPON, "soldier/rocket_load.wav", 1, ATTN_NORM);
};
void() army_load2 =[ $load2, army_load3 ] {ai_trackenemy();};
void() army_load3 =[ $load3, army_load4 ] {ai_trackenemy();};
void() army_load4 =[ $load4, army_load5 ] {ai_trackenemy();};
void() army_load5 =[ $load5, army_load6 ] {ai_trackenemy();};
void() army_load6 =[ $load6, army_load7 ] {ai_trackenemy();};
void() army_load7 =[ $load7, army_load8 ] {ai_trackenemy();};
void() army_load8 =[ $load8, army_load9 ] {ai_trackenemy();};
void() army_load9 =[ $load9, army_load10 ] {ai_trackenemy();};
void() army_load10 =[ $load10,army_load11 ] {ai_trackenemy();};
void() army_load11 =[ $load11,army_atkr5 ] {ai_trackenemy();};
void() army_atkr5 =[ $shoot5,army_atkr6 ] {army_fire_rocket();};
void() army_atkr6 =[ $shoot6,army_atkr7 ] {};
void() army_atkr7 =[ $shoot7,army_atkr8 ] {SUB_CheckRefire (army_rocket_atk1);};
void() army_atkr8 =[ $shoot8,army_atkr9 ] {};
void() army_atkr9 =[ $shoot9,army_run1 ] {ai_face();};
//======================================================================
void() army_grenade_atk1 =[ $shoot1, army_grenade_atk2 ] {
ai_face();
// Check enemy for grenade resistance?
if (self.enemy.bouncegrenade) army_atk1();
};
void() army_grenade_atk2 =[ $shoot2, army_grenade_atk3 ] {ai_face();
MonsterGrenadeSound(); self.attack_speed = MonsterGrenadeSpeed();
self.attack_elev = SUB_Elevation(ELEV_DEFAULT, self.origin, self.enemy.origin, self.attack_speed);};
void() army_grenade_atk3 =[ $shoot3, army_grenade_atk4 ] {ai_face();
self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, self.attack_speed);};
void() army_grenade_atk4 =[ $shoot4, army_grenade_atk5 ] {ai_face();
self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, self.attack_speed);};
void() army_grenade_atk5 =[ $shoot5, army_grenade_atk6 ] {ai_face();
makevectors(self.angles);
self.pos1 = self.origin + attack_vector(self.attack_offset);
MonsterFireGrenade(self.pos1, self.enemy.origin);
};
void() army_grenade_atk6 =[ $shoot6, army_grenade_atk7 ] {};
void() army_grenade_atk7 =[ $shoot7, army_grenade_atk8 ] {ai_face();};
void() army_grenade_atk8 =[ $shoot8, army_grenade_atk9 ] {};
void() army_grenade_atk9 =[ $shoot9, army_run1 ] {ai_face();};
//======================================================================
void() army_plasma_fire =
{
local vector org, vec;
if (!self.enemy) return;
if (self.health < 1) return;
self.effects = self.effects | EF_MUZZLEFLASH;
sound (self, CHAN_WEAPON, "weapons/plasma_fire.wav", 1, ATTN_NORM);
makevectors (self.angles);
org = self.origin + attack_vector(self.attack_offset);
vec = normalize(self.enemy.origin - self.origin);
launch_plasma(org, vec, CT_MONARMYPLASMA, SPEED_PLASMA);
};
//----------------------------------------------------------------------
void() army_plasma_atk1 =[ $shoot1, army_plasma_atk2 ] {
self.pain_finished = time + 1.3;
sound (self, CHAN_WEAPON, "enforcer/elim_pg_load.wav", 1, ATTN_NORM);};
void() army_plasma_atk2 =[ $shoot2, army_plasma_atk3 ] {ai_face();};
void() army_plasma_atk3 =[ $shoot3, army_plasma_atk4 ] {ai_face();};
void() army_plasma_atk4 =[ $shoot4, army_plasma_atk5 ] {ai_face();};
void() army_plasma_atk5 =[ $shoot5, army_plasma_atk6 ] {ai_face();army_plasma_fire();};
void() army_plasma_atk6 =[ $shoot6, army_plasma_atk7 ] {};
void() army_plasma_atk7 =[ $shoot7, army_plasma_atk8 ] {ai_face();SUB_CheckRefire (army_plasma_atk1);};
void() army_plasma_atk8 =[ $shoot8, army_plasma_atk9 ] {};
void() army_plasma_atk9 =[ $shoot9, army_run1 ] {ai_face();};
//======================================================================
void() army_pain1 =[ $pain1, army_pain2 ] {};
void() army_pain2 =[ $pain2, army_pain3 ] {};
void() army_pain3 =[ $pain3, army_pain4 ] {};
void() army_pain4 =[ $pain4, army_pain5 ] {};
void() army_pain5 =[ $pain5, army_pain6 ] {};
void() army_pain6 =[ $pain6, army_run1 ] {ai_pain(1);};
//----------------------------------------------------------------------
void() army_painb1 =[ $painb1, army_painb2 ] {};
void() army_painb2 =[ $painb2, army_painb3 ] {ai_painforward(13);};
void() army_painb3 =[ $painb3, army_painb4 ] {ai_painforward(9);};
void() army_painb4 =[ $painb4, army_painb5 ] {};
void() army_painb5 =[ $painb5, army_painb6 ] {};
void() army_painb6 =[ $painb6, army_painb7 ] {};
void() army_painb7 =[ $painb7, army_painb8 ] {};
void() army_painb8 =[ $painb8, army_painb9 ] {};
void() army_painb9 =[ $painb9, army_painb10] {};
void() army_painb10=[ $painb10, army_painb11] {};
void() army_painb11=[ $painb11, army_painb12] {monster_footstep(FALSE);};
void() army_painb12=[ $painb12, army_painb13] {ai_pain(2);};
void() army_painb13=[ $painb13, army_painb14] {};
void() army_painb14=[ $painb14, army_run1 ] {};
//----------------------------------------------------------------------
void() army_painc1 =[ $painc1, army_painc2 ] {};
void() army_painc2 =[ $painc2, army_painc3 ] {ai_pain(1);};
void() army_painc3 =[ $painc3, army_painc4 ] {};
void() army_painc4 =[ $painc4, army_painc5 ] {};
void() army_painc5 =[ $painc5, army_painc6 ] {ai_painforward(1);};
void() army_painc6 =[ $painc6, army_painc7 ] {ai_painforward(1);};
void() army_painc7 =[ $painc7, army_painc8 ] {};
void() army_painc8 =[ $painc8, army_painc9 ] {ai_pain(1);};
void() army_painc9 =[ $painc9, army_painc10] {monster_footstep(FALSE); ai_painforward(4);};
void() army_painc10=[ $painc10, army_painc11] {ai_painforward(3);};
void() army_painc11=[ $painc11, army_painc12] {ai_painforward(6);};
void() army_painc12=[ $painc12, army_painc13] {ai_painforward(8);};
void() army_painc13=[ $painc13, army_run1] {};
//----------------------------------------------------------------------
void(entity inflictor, entity attacker, float damage) army_pain =
{
// Check all pain conditions and set up what to do next
monster_pain_check(attacker, damage);
// Any pain animation/sound required?
if (self.pain_check > 0) {
if (self.pain_check == 1) {
// Randomly pick which pain animation to play
self.lip = random();
if (self.lip < 0.2) {
self.pain_finished = time + 0.6;
sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM);
army_pain1();
}
else if (self.lip < 0.6) {
self.pain_finished = time + 1.1;
sound (self, CHAN_VOICE, self.pain_sound2, 1, ATTN_NORM);
army_painb1();
}
else {
self.pain_finished = time + 1.1;
sound (self, CHAN_VOICE, self.pain_sound2, 1, ATTN_NORM);
army_painc1();
}
}
else if (self.pain_check == 2) {
// reset axe hit and setup short pain recovery
self.pain_finished = time + 1.3;
self.axhitme = 0;
// Pick a random pain sound
if (random() < 0.5) sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM);
else sound (self, CHAN_VOICE, self.pain_sound2, 1, ATTN_NORM);
// Pick a random long pain animation
if (random() < 0.5) army_painb1();
else army_painc1();
}
}
};
//======================================================================
void() army_die1 =[ $death1, army_die2 ] {};
void() army_die2 =[ $death2, army_die3 ] {monster_check_gib();};
void() army_die3 =[ $death3, army_die4 ] {monster_check_gib();
self.solid = SOLID_NOT; if (!self.gibbed) DropBackpack();};
void() army_die4 =[ $death4, army_die5 ] {};
void() army_die5 =[ $death5, army_die6 ] {};
void() army_die6 =[ $death6, army_die7 ] {};
void() army_die7 =[ $death7, army_die8 ] {};
void() army_die8 =[ $death8, army_die9 ] {};
void() army_die9 =[ $death9, army_die10 ] {monster_death_postcheck();};
void() army_die10 =[ $death10, army_die10 ] {monster_deadbody_check();};
//----------------------------------------------------------------------
void() army_cdie1 =[ $deathc1, army_cdie2 ] {};
void() army_cdie2 =[ $deathc2, army_cdie3 ] {monster_check_gib();ai_back(5);};
void() army_cdie3 =[ $deathc3, army_cdie4 ] {monster_check_gib();
self.solid = SOLID_NOT; if (!self.gibbed) DropBackpack(); ai_back(4);};
void() army_cdie4 =[ $deathc4, army_cdie5 ] {ai_back(13);};
void() army_cdie5 =[ $deathc5, army_cdie6 ] {ai_back(3);};
void() army_cdie6 =[ $deathc6, army_cdie7 ] {ai_back(4);};
void() army_cdie7 =[ $deathc7, army_cdie8 ] {};
void() army_cdie8 =[ $deathc8, army_cdie9 ] {};
void() army_cdie9 =[ $deathc9, army_cdie10 ] {};
void() army_cdie10 =[ $deathc10, army_cdie11 ] {monster_death_postcheck();};
void() army_cdie11 =[ $deathc11, army_cdie11 ] {monster_deadbody_check();};
//----------------------------------------------------------------------
void() army_die =
{
// Pre-check routine to tidy up extra entities
monster_death_precheck();
// regular death
if (!self.gibbed) {
sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
if (random() < 0.5) army_die1 (); // Forward
else army_cdie1 (); // Backward/side
}
};
/*======================================================================
/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush
======================================================================*/
void() monster_army =
{
if (deathmatch) { remove(self); return; }
self.mdl = "progs/mon_soldier.mdl";
self.headmdl = "progs/h_soldier.mdl";
self.gib1mdl = "progs/w_soldiergun.mdl"; // Unique weapon
self.gib2mdl = "progs/gib_soldfoot1.mdl"; // Upright foot
self.gib3mdl = "progs/gib_soldfoot2.mdl"; // Fallen down foot
precache_model (self.mdl);
precache_model (self.headmdl);
precache_model (self.gib1mdl);
precache_model (self.gib2mdl);
precache_model (self.gib3mdl);
self.gib1sound = GIB_IMPACT_WOOD;
if (random() < 0.5) self.gib1skin = 1; // Bloody weapon
if (random() < 0.5) self.gib2mdl = string_null;
if (random() < 0.5) self.gib3mdl = string_null;
self.idle_sound = "soldier/idle.wav";
precache_sound (self.idle_sound);
precache_sound ("soldier/death1.wav");
self.pain_sound = "soldier/pain1.wav";
self.pain_sound2 = "soldier/pain2.wav";
precache_sound (self.pain_sound);
precache_sound (self.pain_sound2);
precache_sound ("player/udeath.wav"); // gib death
precache_sound ("soldier/sattck1.wav"); // Shotgun sound
self.sight_sound = "soldier/sight1.wav";
precache_sound (self.sight_sound);
// Check for poisonous entity flag
// This is just a gib/blood update, the SG is not poisonous
if (self.poisonous) {
precache_poisongibs(); // precache gibs
self.gibtype = GIBTYPE_POISON; // Poisonous blood trails
}
self.solid = SOLID_NOT; // No interaction with world
self.movetype = MOVETYPE_NONE; // Static item, no movement
if (self.bboxtype < 1) self.bboxtype = BBOX_SHORT;
if (self.health < 1) self.health = 30;
self.gibhealth = -35; // Easy to gib
self.gibbed = FALSE; // Still together
self.pain_flinch = 20; // Easy to pain
self.pain_longanim = TRUE; // can be chopped with shadow axe
self.steptype = FS_TYPEMEDIUM; // Average feet
self.attack_offset = '12 8 12'; // End of Gun
if (self.deathstring == "")
self.deathstring = " was shot by a Grunt\n";
// Always reset Ammo Resistance to be consistent
self.resist_shells = self.resist_nails = 0;
self.resist_rockets = self.resist_cells = 0;
self.th_checkattack = SoldierCheckAttack;
self.th_stand = army_stand1;
self.th_walk = army_walk1;
self.th_run = army_run1;
if (!self.th_missile) self.th_missile = army_atk1;
self.th_pain = army_pain;
self.th_die = army_die;
if (!self.classtype) {
self.classtype = CT_MONARMY;
if (self.ammo_shells < 1) self.ammo_shells = rint(2 + random()*4);
// If no skin override is defined, pick a random one instead
if (!self.exactskin) self.randomskin = 4;
}
self.classgroup = CG_ARMY;
self.classmove = MON_MOVEWALK;
monster_start();
};
//----------------------------------------------------------------------
void() monster_army_rocket =
{
if (deathmatch) { remove(self); return; }
self.classtype = CT_MONARMYROCKET;
precache_model (MODEL_PROJ_ROCKET);
if (self.poisonous) precache_model (MODEL_PROJ_ROCKETGRN);
if (self.health < 1) self.health = 45;
// There are two red jacket skins to pick from
if (random() < 0.5) self.exactskin = 4;
else self.exactskin = 5;
if (random() < 0.35 && self.ammo_rockets < 1) self.ammo_rockets = 1;
// Extra load/fire sounds (from Quoth MOD)
precache_sound ("soldier/rocket_load.wav");
precache_sound ("soldier/rocket_fire.wav");
precache_sound ("soldier/rocket_hit.wav");
self.th_missile = army_rocket_atk1;
self.th_updmissile = army_rocket_think; // Update flying rocket
self.th_melee = army_runback1;
self.deathstring = " was blown up by a Rocketeer\n";
monster_army();
};
//----------------------------------------------------------------------
void() monster_army_grenade =
{
if (deathmatch) { remove(self); return; }
self.classtype = CT_MONARMYGRENADE;
precache_model (MODEL_PROJ_GRENADE);
if (self.poisonous) precache_model (MODEL_PROJ_GRENADEGRN);
if (self.health < 1) self.health = 60;
// There are two green jacket skins to pick from
if (random() < 0.5) self.exactskin = 6;
else self.exactskin = 7;
if (random() < 0.35 && self.ammo_rockets < 1) self.ammo_rockets = 1;
self.th_missile = army_grenade_atk1;
self.th_melee = army_runback1;
// Grenade bounce off body
self.bouncegrenade = TRUE;
self.deathstring = " was pineappled by a Grenader\n";
monster_army();
};
//----------------------------------------------------------------------
void() monster_army_plasma =
{
if (deathmatch) { remove(self); return; }
self.classtype = CT_MONARMYPLASMA;
precache_model (MODEL_PROJ_PLASMA);
if (self.poisonous) precache_model (MODEL_PROJ_PLASMAGRN);
if (self.health < 1) self.health = 75;
// There are two blue jacket skins to pick from
if (random() < 0.5) self.exactskin = 8;
else self.exactskin = 9;
if (random() < 0.35 && self.ammo_cells < 1) self.ammo_cells = 1;
// Extra load/fire sounds (from Quoth MOD)
precache_sound ("enforcer/elim_pg_load.wav");
precache_sound (SOUND_PLASMA_FIRE);
precache_sound (SOUND_PLASMA_HIT);
self.th_missile = army_plasma_atk1;
self.deathstring = " was fried by an Electrocutioner\n";
monster_army();
};